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A random map/mode selection system
This is hands down the best feature in Halo 5 (in my opinion, of course). This may seem odd to some, so I’ll try my best to explain what I mean by this. I’ve always preferred objective gametypes to pure slaying, mindlessly killing games. It is the reason I love the multiplayer in this franchise. In fact, my best memories in first person shooters come from CTF in Gephyrophobia (Halo PC), Multiflag in Waterworks (Halo 2:MCC) and Headhunter in Zealot (Reach, Multi-Team). Here’s the thing, though. I still don’t know the reason as to why voting was implemented in Reach, but it simply destroyed variety. Every time I go back to that game I am forced to play Team Slayer, mainly because the Team Objective playlist is pretty much dead and Slayer it is the only thing ever voted for in the remaining “multi-mode” playlists, such as BTB, Anniversary Classic and Multi-Team.
The fact that 343 decided to go back to the Halo 2 way of handling map/mode selection is the reason I keep coming back to Halo 5, in all honesty. Whenever I hop in BTB, TA or even Skirmish, at the very least I know that I have a solid chance of playing CTF or Strongholds, instead of the disastrous, ridiculous amount of slayer matches that I had to play in MCC/Reach because it’s the only thing the playerbase wants. -
The gameplay
Now, I have to say that the internal mechanics of Halo CE and 2 , in my opinion, are better than Halo 5’s. However, I think it is the strongest out of Halo 3, Reach and 4. The lack of random bullet spread (Halo 3’s BR), bloom (basically the entirety of Halo Reach), and “noobified” features from Halo 4 (no descoping, objective indicators are always on for both teams, no friendly fire at launch, etc.) are always welcome in my eyes. Sprinting now has consequences, thus reducing (in a smaller scale) the sheer amount of fleeing seen in Reach/4. Ground pounding requires “leading” and “charging” the ability to some extent, making it rewarding when you manage to kill an opponent with it. Stabilizers, thrusters and sliding have contributed to the numerous trick jumps in Halo 5 (most notably in Plaza and Fathom). Spartan charge is pretty bad, though, but that’s about it.
It would be great to see 343 go back to the original gameplay in a future Halo game, but I wouldn’t be mad if this one were kept instead and some small tweaks were made. -
Forge
There’s not much to say about it. Objectively, it is the best editing feature Halo has ever gotten in consoles. Sure, it’s not even close to being as accessible as the original forge in Halo 3 was, but the learning curve required to learn to use it is definitely worth it (obviously, I’m not a forger, and I only use the feature ‘casually’, but you just have to take a look at the Damnation remake in Halo 5 to see how much of a powerful resource it is) -
The “competitiveness” of Halo 5
When I bought Halo 5 back in mid-July, I was eager to test out the new ranking system in the game, and was surprised at the outcome. I started playing Halo 3 in matchmaking kind of late, back in 2012 (this isn’t my first account, by the way), and the only playlist I ever played on competitively was Lone Wolves, both because the achievements required it and because it also had Oddball/KotH. This was the only experience in ranked play I ever had in Halo, so to see that the ranking system in Halo 5 not only worked (I know this is controversial, but it definitely is better than Trueskill boosting) but also made players push towards the objective, something I almost never saw in Halo 3’ LW, was pretty welcoming. It’s a shame the playlists are filled to the brim with smurf accounts, though, and 343 has to figure a way to sort this out in Halo 6, as it pushes many newcomers away from the ranked playlists
- Flag/Bomb indicators after getting hit
This one is minor, but a gamechanger in solo play. I don’t like to use my mic for obvious reasons that the community has already stated, so to see that I can “tell” my teammates where the enemy is simply by shooting at the carrier is great. Also, I know that these indicators are pretty much useless in high level play due to the fact that the teams are always communicating, so it really is more of a feature intended for solo queing players, and I love it.
- Actually good starting weapons
The last time Halo features all-around balanced and competitively viable weapons was in Halo CE (2001). 14 years later, we have once again powerful Magnums and Assault Rifles. The pistol may not be as easy to use as the BR, but it is really strong at the hands of a skilled player.
- The REQ weapons (not the system, just the variations)
I rarely play warzone, so I only really get to use these weapons in custom games or Super Fiesta and I have to say that they make up for some good casual matches. Some of the variations are also surprisingly useful in BTB, where a gunfighter magnum is in Basin and a tactical magnum is in Boulevard, but that’s about everything I have to say about these weapons.I only posted what makes Halo 5 stand out for me, so there may be features that I’m missing. As always, tell me if you agree/disagree with something.
